that is perfect thank you! i can see now how bryce has done it i might hardcode this into the engine as its own class so instead of a weapon you make different states and parameters for a takedown instead

no difficulty its very easy to get two characters to play an animation, its getting them to play the correct animation that i want to make sure im doing it the most efficient way. The takedown is going to lead to a death straight away so the victim is already dead when the takedown starts and there ...

I only want a takedown when the victim is not aware of the attackers presence so only when the attacker is either on one of the sides or behind, and never when the attacker is sprinting. The video in watchdogs was to show u the animations. I have access to a motion capture suite so making the animat...

if u watch this video of watchdogs takedowns it will illustrate what i mean, the players character initiates the takedown, there are a few different types of takedowns sometimes depending on what weapon is equipped and what position the player is relative to the victim. But as u can see the victim ...

if u watch this video of watchdogs takedowns it will illustrate what i mean, the players character initiates the takedown, there are a few different types of takedowns sometimes depending on what weapon is equipped and what position the player is relative to the victim. But as u can see the victim p...

i think maybe you are gettin confused at my question. The position part i know how to do and have it ready. what i need is a way to tell the other player to play an animation that goes with the takedown animation. so if the attacking player plays takedownattack1 the victim will play takedownvictim1....

yeah i know about fixing the positions that's not the problem, the problem is how to get both players to play the correct animation. For example if attacking player is coming from the left: Attacking players animation would be: TakeLeftAtt Victim players animation would be: TakeLeftVic there will be...

i think most of the time there are 2 more states in the state machine for the weapon that act as transitions and play an animation. The time it takes to play the animation becomes the delay then - state 1 : Iron sights transition { play enter iron sights transition animation } - state 2 : iron sight...

ive went through all of bryces forum posts and blogs, he talks extensively about it and about what he did but he doesnt explain how he did it. I know how to find out the position of one player relative to another but i dont know how to make both players play the right animation, i have an idea of ho...